/Engine/Plugins/FX/Niagara/Source/Niagara/Classes/NiagaraDataInterfaceSkeletalMesh.h
struct FNDISkeletalMesh_InstanceData
bool
bAllowCPUMeshDataAccess
Flag to stub VM functions that rely on mesh data being accessible on the CPU
uint32:  1
bComponentValid
True if SceneComponent was valid on initialization (used to track invalidation of the component on tick)
uint32:  1
bIsGpuUniformlyDistributedSampling
True if the mesh we're using allows area weighted sampling on GPU.
uint32:  1
bMeshValid
True if StaticMesh was valid on initialization (used to track invalidation of the mesh on tick)
bool
bResetOnLODStreamedIn
Whether to reset the emitter if any LOD get streamed in.
uint32:  1
bUnlimitedBoneInfluences
True if the mesh we're using is to be rendered in unlimited bone influences mode.
TWeakObjectPtr<...
CachedAttachParent
Always reset the DI when the attach parent changes.
TRefCountPtr< c...
CachedLODData
The referenced LOD data, used to prevent streaming out LODs while they are being referenced
int32
CachedLODIdx
The cached LODIdx used to initialize the FNDIStaticMesh_InstanceData.
UObject*
CachedUserParam
uint32
ChangeId
FSkeletalMeshCo...
Connectivity
Handle to connectivity data.
float
DeltaSeconds
Time separating Transform and PrevTransform.
int32
ExcludedBoneIndex
Excluded bone for some specific functions, generally the root bone which you don't want to include when picking a random bone.
TArray< uint16 ...
FilteredAndUnfilteredBones
Indices of the bones filtered by the user followed by the unfiltered bones, if this array is empty no filtering is in effect.
int32
FilteredSocketBoneOffset
Bone index of the first socket, sockets are appended to the end of the bone array
TArray<FCached...
FilteredSocketInfo
TStaticArray<T...
FilteredSocketTransforms
Transforms for sockets.
uint32
FilteredSocketTransformsIndex
Indexinto which socket transforms to use.
FSkeletalMeshGp...
MeshGpuSpawnDynamicBuffers
FSkeletalMeshGp...
MeshGpuSpawnStaticBuffers
Extra mesh data upload to GPU.
constFSkinWeig...
MeshSkinWeightBuffer
uint32
MeshSkinWeightIndexSizeByte
constFSkinWeig...
MeshSkinWeightLookupBuffer
uint32
MeshWeightStrideByte
int32
NumFilteredBones
Number of filtered bones in the array.
int32
NumUnfilteredBones
Number of unfiltered bones in the array.
FVector3f
PreSkinnedLocalBoundsCenter
Preskinned local bounds pulled from attached skeletal mesh
FVector3f
PreSkinnedLocalBoundsExtents
FMatrix
PrevTransform
Cached ComponentToWorld from previous tick.
FSkeletalMeshSa...
SamplingRegionAreaWeightedSampler
Additional sampler for if we need to do area weighting sampling across multiple area weighted regions.
TArray< int32 >
SamplingRegionIndices
Indices of all valid Sampling regions on the mesh to sample from.
TWeakObjectPtr<...
SceneComponent
Cached ptr to SkeletalMeshComponent we sample from, when found.
TWeakObjectPtr<...
SkeletalMesh
FSkeletalMeshSk...
SkinningData
Handle to our skinning data.
FMatrix
Transform
Cached ComponentToWorld of the mesh (falls back to WorldTransform of the system instance).
FMatrix
TransformInverseTransposed
InverseTranspose of above for transforming normals/tangents.
FNiagaraParamet...
UserParamBinding
A binding to the user ptr we're reading the mesh from (if we are).
FSkeletalMeshUv...
UvMapping
Handle to our uv mapping data.